Nice start ![]()
I think it would look better though if the unlit parts of the buildings would be darker. Like in the picture below.
[Blocked Image: http://famouswonders.com/wp-content/uploads/2009/04/new-york-skyline-at-night.jpg]
Nice start ![]()
I think it would look better though if the unlit parts of the buildings would be darker. Like in the picture below.
[Blocked Image: http://famouswonders.com/wp-content/uploads/2009/04/new-york-skyline-at-night.jpg]
Looks very nice, PogoP ![]()
Quote from Minos
I bet that mechanical keyboard is great for gaming ![]()
Quote from Michael GreenwoodSo what is the best way to get people together for a layout test play? I have my map complete with filler textures and the majority of props are in place (as filler brushes for the most part).
I can probably get 5 people of my own, but how do I go about it when I want a full 10?
Thanks!
Welcome Pivac ![]()
Quote from Single[Blocked Image: http://i.imgur.com/lOFqQNN.png]
Here, I've made the stairs func_detail. The blue lines show where vbsp has cut the world. You can see that the walls, the balcony and the landing of the stairs are cutting the world, but the stairs are not. Here are the brushes I've assigned to be func_detail, to make it clearer.
Just wondering why you didn't func_detail the actual balcony and the solids underneath the stairs. If it was just to show where the brushes are cutting the world, then that is fine off course, but I think it should be made clear that ideally they should be func_detailed as well ![]()
That being said, nice post overall!
Quote from jackophantThere's also a cvar you can use in game, but it escapes me currently. I think it's r_showpvs with values 1-3 or along those lines.
It's r_lockpvs. Really helpful command. It locks the PVS (aka what the engine is rendering from your current position), so you can noclip around the map and get a better understanding of what exactly is rendered from that position. Trying to figure that out with just mat_wireframe can be quite challenging when your map is getting more detailed.
Welcome ![]()
Can you post the layout too?
Quote from YanzlMaybe
[Blocked Image: http://imgur.com/6svsKfW.png]
Awesome ![]()
Quote from YanzlI saw that and made an official version:
[Blocked Image: http://imgur.com/eTDaME2.png]
Is there an official one for Zoo as well? ![]()
Cool stuff ![]()
I wonder if they're planning to "port" other Source games to Source 2 as well (for example CSGO
).
30 day trial sounds great. Thanks for the heads up! ![]()
Quote from hamilton5brushes? hidden brushes are op http://imgur.com/OLnF4fE !
What?
Quote from laminutederireThanks I've already read that, but I suppose I'll re read it, because I must have missed some things. Thanks for the answer. By the way, does this also mean that everything above possible sightlines is func_detail? The only thing that will2k didn't covered, is how to optimize levels with curves, which can be a limit of the source engine..
On a side note, I do have to admit, that while I am trying to transform my map to be as realistic as yours in the sense that it wouldn't be just corridors etc, I realize that it requires a real talent. A talent you seem to have, being able to do it greatly in this map.
So.. yeah, impressive work
looking forward to the next one by the way!
Thanks for the compliment ![]()
If by "everything above possible sightlines" you mean whatever is above the highest horizontal hint brush, then yes, you can probably func_detail all of that. Basically, everything that doesn't act as a VIS blocker should be a func_detail or displacement (or model).
Curves should be either func_detail or models. Unless a curved/angled solid acts as a VIS blocker, but then you can either func_detail it and put a rectangular brush (with nodraw texture) inside it (pic 1) or (if that isn't possible) you can put a rectangular hint brush around it (pic 2).
I hope that makes any sense. If not, here are some examples from zoo that wil hopefully explain it better.
[Blocked Image: http://i.imgur.com/BGlsvEd.jpg]
[Blocked Image: http://i.imgur.com/iAHdxdA.jpg]
In a nutshell: hint brushes, areaportals, model draw distances and big lightmaps ![]()
It's generally a good idea to place large horizontal hint brushes in your map that cover the whole map and are 128 units from each other. Like the picture below.
[Blocked Image: https://developer.valvesoftware.com/w/images/7/70/Hint_example3.jpg]
If you want more information about that (and other techniques) you should read will2k's Man vs Engine, which is pretty much a must-read for everyone working with the Source engine. Grab it here!
Quote from Vaya
Thanks! Makes sense to me now ![]()
What's the religious reference to mass? It has always seemed like a weird name for this map to me, considering the theme, so just wondering ![]()
Articles/making offs:
Making a map: CS_MUSEUM (by FMPONE)
Making Agency, the popular CSGO map (by Rick_D; map by Puddy and Rick_D)
Making of de_cistern (pdf download) (by [TwoBlokes]Smokers_Cough and Habboi)